UV Maps not showing in render
Your shader node is a true mess


You have the an Alpha output connected to a Vector socket
The image Alpha is not connected to the group input Alpha socket
You are mixing a a Diffuse shader with a Transparent shader, that will lead to a transparent material, not black plastic
Then you are connecting Shaders (green) to a Color (yellow) socket
You are multiplying shaders, which I am not entirely sure what result it would yield
There is also a group "BaseMaskPlastic" with an unknown Shader output connected to a color socket


General rule of thumb: respect socket colors, match each type of data with it's own type of input, with the possible exception of Color/Value and Vector/Value which can at times be interchangeable.

You are also overcomplicating things a lot. If you want black color in the transparent areas of your image all it takes is one Diffuse shader and one Color Mix shader between the image and a black color and the image alpha as Mix Factor. Something in the like: